Add scene
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# Animation Scene — Editor Tooling
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This document tracks **Editor-only tooling** used with the runtime animation test workflow described in **`AnimationSceneSetup.md`**.
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**Scene docs (runtime hierarchy, managers, APIs):** see `Assets/PerfectWorld/Scripts/_Doc/AnimationSceneSetup.md`.
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**How to extend this file:** whenever you add or plan a new piece of Editor UI / automation for the animation scene, append a **`### Feature`** block under **[Feature log](#feature-log)** using the **[Feature template](#feature-template)** below. Keep one feature per numbered section so history stays searchable.
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---
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## Goals
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| Goal | Notes |
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|---|---|
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| Faster iteration | Load and validate character models **from Play Mode**, driven by Editor menus where appropriate — **no Edit Mode `.ecm` preview** without a dedicated preview pipeline |
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| Stable bootstrap | Respect the same prerequisites as runtime (`NPCManager`, `elementdataman`, `CECPlayer.InitStaticRes()`, etc.—see §Prerequisites below) |
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| Traceability | Features and acceptance criteria live here **before or while** implementing the Editor scripts |
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Suggested implementation locations (when you create them):
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- Menu: e.g. `Tools / PerfectWorld / Animation Scene / …`
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- Scripts: under `Assets/PerfectWorld/Scripts/Editor/` (or project convention for Editor assemblies)
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---
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## Prerequisites (runtime + Editor)
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Anything the Editor tool drives must satisfy the same constraints as a Play Mode session:
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| Prerequisite | Why |
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|---|---|
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| `AutoInitializer` in the open scene | Bootstraps `IAutoInitialize` types including **`ElementDataManProvider`**; runs **`EC_Game.Init()`**, **`SkillStubs.Init()`** |
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| **`elementdataman` loaded** | **`CECPlayer.InitStaticRes()`** → **`BuildActionList()`** uses **`ElementDataManProvider.GetElementDataMan()`** |
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| **`CECPlayer.InitStaticRes()`** called once **after** element data is usable | **`InitializePlayer`** does **not** register **`IAutoInitialize`** (interface commented); **not** invoked by **`CECGameRun.Init()`** alone. Normal login hits it via **`CECGameRun.InitCharacter`**. Animation scene tooling must arrange this explicitly if you rely on skill / action maps |
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| `NPCManager` in scene | **`SetPlayerModel`** → **`NPCManager.Instance.GetModelPlayer(profession, gender)`** |
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| `CECAttacksMan` in scene | **`PlayAttackEffect`**, **`SkillGfxMan.InstanceSub.Tick`** path (see **`AnimationSceneSetup.md` §12**) |
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| `EC_ManMessageMono` in scene | **`SkillGfxMan`** resolves **`EC_ManMessageMono.Instance`** references |
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| `CECHostPlayer` reference (selection or serialized) | **`await player.SetPlayerModel(byte profession, byte gender)`** is **`CECPlayer`** API; host implementation is **`CECHostPlayer`** |
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| **`InGameGraphicOption`** in scene *(optional)* | **`EC_Game.InitSetting()`** adjusts render scale / MSAA via **`InGameGraphicOption`**. If omitted, **`MonoSingleton`** auto-creates a host component; **`InGameGraphicOption`** resolves URP from **`GraphicsSettings.defaultRenderPipeline`**. Fully custom scenes should still assign URP (+ optional Cinemachine) on **`InGameGraphicOption`** for predictable behavior.
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**Editor caveat:** **`CECHostPlayer.LoadResources`** uses **`UnityGameSession.Instance.GetRoleInfo()`**. For offline Editor-driven loads, prefer calling **`SetPlayerModel`** directly (and/or setting **`m_iProfession`**, **`m_iGender`** on the player instance as your tool requires) rather than invoking full **`InitCharacter`** unless session is mocked.
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---
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## Feature log
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### Feature 1 — Editor / Play Mode: bootstrap player model
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**Status:** Planned (spec captured here; implementation optional).
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**Problem:** In the animation test scene you need a repeatable way to load the `.ecm` player model **by profession and gender** without going through the server login flow.
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**Proposed behavior:**
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1. User opens the animation test scene (or any scene that contains the required managers + a **`CECHostPlayer`** instance).
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2. **Play Mode required** for real **`SetPlayerModel`** / Addressables — Editor UI only **queues** work once Unity is playing (same constraint as Feature 2–3).
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3. Tool or scene **`MonoBehaviour`** exposes **`Profession`** / **`Gender`** mapped to **`CECPlayer.SetPlayerModel(byte, byte)`**.
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4. Sequence (recommended): wait until **`elementdataman`** load has succeeded → **`CECPlayer.InitStaticRes()`** once → **`await SetPlayerModel(profession, gender)`**.
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5. Success: visible `.ecm` under **`Player`** per **`parentModel`** rules (**`CECPlayer.SetPlayerModel`** — first child if present, else root); Console filter **`AnimSceneBootstrap`** shows **`SetPlayerModel` BEGIN/END** when those logs exist.
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**Out of scope:** Full **`InitCharacter`** / **`UnityGameSession`** parity unless explicitly mocked elsewhere.
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**Acceptance criteria:**
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- Model appears after bootstrap when **`NPCManager`**, Addressables, and element data are healthy.
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- Failures are visible (**`NPCManager`** null, **`GetModelPlayer`** null, **`InvalidOperationException`** from **`SetPlayerModel`**).
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- **`InitStaticRes`** either runs before skill/action-dependent tests or is intentionally skipped with a clear warning.
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**Primary APIs:** **`CECPlayer.SetPlayerModel`**, **`CECPlayer.InitStaticRes`** — see **`AnimationSceneSetup.md`** §1, §10–11.
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---
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### Feature 2 — Editor: trigger Play Action (animation probe)
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**Status:** Planned.
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**Problem:** Quickly verify **`CECPlayerActionController` / Animancer** wiring without hunting hotkeys or server-driven triggers.
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**Proposed behavior:**
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1. Menu entry e.g. **`Tools / PerfectWorld / Animation Scene / …`** opens a small **EditorWindow** (or equivalent).
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2. Window active **only in Play Mode**; references **`CECHostPlayer`** (object field or auto-find).
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3. User enters **`PLAYER_ACTION_TYPE`** index (same **`int`** as **`CECPlayer.PlayAction(int iAction, bool bRestart)`** — **`ACT_STAND = 0`**, etc.; see **`CECPlayer`** enum).
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4. Button **Play action** invokes **`host.PlayAction(index, true)`** on the live instance.
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**Out of scope:** Driving **`PlaySkillCastAction`** / **`PlayAttackEffect`** from this panel (those belong to combat/skill tooling or separate Feature entries).
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**Acceptance criteria:**
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- With model loaded and action maps built (**`InitStaticRes`**), **`ACT_STAND`** / **`ACT_RUN`**-class actions behave like runtime calls.
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- **`ACT_ATTACK_1..4`** may still refuse **`PlayAction`** by design (**`CECPlayer.PlayActionWithConfig`** blocks normal melee slots — use documented skill APIs instead).
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**Primary API:** **`CECPlayer.PlayAction(int iAction, bool bRestart)`** on **`CECHostPlayer`**.
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---
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### Feature 3 — Offline host init: god stats + synthetic skills (below character level 80, human form)
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**Status:** Planned.
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**Problem:** **`OnMsgHstSkillData`** never runs offline, so **`m_aPtSkills`** / **`SkillWrapper`** stay empty — **`GetNormalSkill`** / cast checks cannot mirror a real character. You still want **most** combat skills usable for VFX/animation testing **without** shape-change prerequisites.
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**Design summary:** After **`InitStaticRes`** and **`SetPlayerModel`**, synthesize a **`cmd_skill_data`-equivalent** payload in memory and apply the **same conceptual pipeline** as **`CECHostPlayer.OnMsgHstSkillData`**: **`ElementSkill.LoadSkillData`** → **`SkillWrapper.Instance.LoadData`** → instantiate **`CECSkill`** rows into **`m_aPtSkills`** / **`m_aPsSkills`** by skill **type** (positive vs passive/production/life). Optionally align **`m_iProfession` / `m_iGender`** with the loaded model before filtering.
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**Simulated character limits:**
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| Constraint | Intent |
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|---|---|
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| Player level ceiling **below 80** | Treat **maximum simulated level as 79** (or equivalent) when choosing skill **rank**: for each skill id, pick the **highest** rank whose **`SkillStub.GetRequiredLevel(skill)`** is **≤** that simulated level (exact comparison uses live **`Skill`** instance at each candidate rank). |
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| Realm | Set **`m_RealmLevel`** (and any extend props you rely on) high enough so **`GetRequiredRealmLevel`** does not fail for included ranks. |
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| SP / Mana / AP / Vigour / HP | Raise **`ROLEBASICPROP`** (**`iCurMP`**, **`iCurAP`**, **`iSP`**, **`iVigour`**, **`iCurHP`**, etc.) and matching **`ROLEEXTPROP`** caps (**`max_hp`**, **`max_mp`**, **`max_ap`**) so **`CheckSkillCastCondition`** resource checks succeed for typical casts. |
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| **Exclude transform-shape-only skills** | **`ElementSkill.Condition`** tests **`(allow_forms & (1 << form_type))`** where **`form_type`** comes from **`m_iShape`** high bits (**`FORM_MASK_HIGH`**). Base human **`m_iShape = 0`** ⇒ **`form_type = 0`** ⇒ skill must allow **bit 0** in **`SkillStub.allow_forms`**. **Exclude** stubs where **`(allow_forms & 1) == 0`** (human/base form disallowed). Also **exclude** stubs flagged **`restrict_change`** when they denote transformation-only restrictions in data. |
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| **Exclude combo-chain prerequisites** | Skip stubs with **`combosk_preskill != 0`** unless you also simulate combo state (**`CECComboSkillState`**). |
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| **Exclude item / ammo gated skills** | Skip **`itemcost > 0`** or **`arrowcost > 0`** unless you populate inventory accordingly. |
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| **Exclude goblin line** | Skip **`cls == 258`**. |
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| **Profession filter** | Include **`stub.cls == playerProfession`** **or** **`cls == 255`** (general skills). |
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**Caveats (document in tooltips):**
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- **`restrict_weapons`**: skills may still return condition **invalid weapon** if no matching weapon sits in **`m_pEquipPack`** — either equip a dummy weapon per profession or accept skipped casts.
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- **`cmd_skill_data.SKILL.id_skill`** is a **`short`** in **`GPDataType`**: skill ids **> 32767** cannot be represented; skip or warn.
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- Passive / prerequisite graphs are imperfectly simulated — goal is **animation/VFX iteration**, not authoritative balance.
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**Acceptance criteria:**
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- **`GetPositiveSkillByID`** / **`GetNormalSkill`** resolve for a large subset of profession skills after injection.
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- **`CheckSkillCastCondition`** returns **0** for a sampled skill **without** shape-change, assuming weapon/item caveats addressed.
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- Transform-only skills (**`allow_forms`** missing human bit or **`restrict_change`**) do **not** appear in the injected list.
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**Primary references:** **`CECHostPlayer.OnMsgHstSkillData`** (**`CECHostPlayer.Skill.cs`**), **`ElementSkill.Condition`**, **`SkillStub.allow_forms`**, **`ROLEBASICPROP`**, **`SkillWrapper`**.
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---
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### Feature 4 — `AnimScenePlayerBootstrap` inspector: play action + weapon slots (`action_type` index)
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**Status:** Done.
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**Problem:** Drive **`PlayAction`** and test **weapon-mesh + `action_weapon_suffix`** alignment without a separate EditorWindow; **`GetShowingWeaponType`** ignores attached meshes when **`m_uAttackType == DEFAULT_ACTION_TYPE`**, so animation tests must set **`m_uAttackType`** the same way as **`CECPlayer_Inventory.ShowEquipments`** (from **`WEAPON_SUB_TYPE.action_type`**).
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**Implemented behavior:**
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1. **`AnimScenePlayerBootstrapEditor`** (Play Mode): **Play action** (`int` + **Restart** → **`CECHostPlayer.PlayAction`**), **Re-apply active weapon slot**.
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2. **`AnimScenePlayerBootstrap`**: **`AnimSceneWeaponSlot[15]`** (`rightHandModelPrefab` / `leftHandModelPrefab` per row **`i === action_type`**), **`activeWeaponActionTypeIndex`**, **`applyWeaponAfterModelLoad`**; after **`SetPlayerModel`**, **`ApplyWeaponForActiveSlot()`** runs when enabled.
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3. **`CECPlayer.AnimSceneAttachWeaponPrefabs`**: clears **`_currentRightHandWeapon` / `_currentLeftHandWeapon`**, parents instances under **`HH_righthandweapon` / `HH_lefthandweapon`** (same as **`CECPlayer_Inventory.ShowEquipments`**), sets **`m_uAttackType`** when any side attaches; empty slot → **`DEFAULT_ACTION_TYPE`** and **`AttachWeapon()`**.
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**Primary API / hooks:** **`CECPlayer.AnimSceneAttachWeaponPrefabs`**, **`AnimScenePlayerBootstrap.ApplyWeaponForActiveSlot`**, **`Assets/PerfectWorld/Scripts/Editor/AnimScenePlayerBootstrapEditor.cs`**
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---
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### Feature 1 legacy API snippet (reference only)
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Use when implementing Feature 1 bootstrap:
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```csharp
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await player.SetPlayerModel((byte)profession, (byte)gender);
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CECPlayer.InitStaticRes();
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```
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**Related runtime doc sections:** **`AnimationSceneSetup.md`** §1 (model loading), §9–11 (scene objects / init order).
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---
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### Feature template (copy for Feature 4, 5, …)
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Paste and fill whenever you scope a **new** Editor capability:
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```
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### Feature N — <short title>
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**Status:** Planned | In progress | Done
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**Problem:** <what pain this removes>
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**Proposed behavior:**
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1. <step>
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2. <step>
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**Out of scope:** <explicit non-goals>
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**Acceptance criteria:**
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- <testable criterion>
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- <…>
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**Primary API / hooks:** `<class.method or menu path>`
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**Related docs / code paths:** `<links to markdown or scripts>`
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```
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---
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## Maintaining this doc
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| When | Do |
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|---|---|
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| You start designing an Editor capability | Add a **`### Feature N`** section with **Status: Planned** and acceptance criteria |
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| You implement or change behavior | Update **Status**, **Primary API**, and point to concrete script paths under `Assets/.../Editor/` |
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| Behaviour diverges from runtime | Refresh **Prerequisites** and cross-check **`AnimationSceneSetup.md`** |
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---
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## Play Mode — Bootstrap log tag `[AnimSceneBootstrap]`
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Scripts log a shared prefix **`[AnimSceneBootstrap]`** so you can filter the Unity Console while verifying initialization order:
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| Typical order | Location |
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|---|---|
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| Scene `Awake` boot | **`AutoInitializer`**: BEGIN → `IAutoInitialize` count → `EC_Game.Init` → `SkillStubs.Init` → END |
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| Element data finished (async after above) | **`ElementDataManProvider`**: SUCCESS or FAILED after `load_data` |
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| Attacks/GFX composers | **`CECAttacksMan`**: `Awake` → `Start` → `SetupAttacksMan` → optional GFX preload kick |
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| Action/skill tables (when you call it) | **`CECPlayer.InitStaticRes`**: BEGIN / END |
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**`SetPlayerModel`** also logs BEGIN / END with the same prefix when loading the player `.ecm`.
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**Filter:** Console search **`AnimSceneBootstrap`**.
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# Animation Test Scene Setup
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A standalone scene for testing character animations, skill VFX, weapon logic, and shape-change
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without any server connection. All triggers are issued via local commands.
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---
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## Related Source Files
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| File | Namespace / Class | Role |
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|---|---|---|
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| `Assets/PerfectWorld/Scripts/Move/CECPlayer.cs` | `BrewMonster.CECPlayer` | Abstract base — model load, action dispatch, weapon, shape, GFX state |
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| `Assets/Scripts/CECHostPlayer.cs` | `BrewMonster.CECHostPlayer` | Concrete host player — message routing, skill prep, combat messages |
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| `Assets/Scripts/CECHostPlayer.Skill.cs` | partial `CECHostPlayer` | Skill shortcut, `GetNormalSkill`, spam guard |
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| `Assets/Scripts/CECHostPlayer.Combat.cs` | partial `CECHostPlayer` | `PlayAttackEffect` callers, melee/skill result handlers |
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| `Assets/PerfectWorld/Scripts/NPC/CECModel.cs` | `BrewMonster.CECModel` | Wraps model `GameObject`; manages `SkeletonBuilder`, hooks, `NamedAnimancerComponent` |
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| `Assets/PerfectWorld/Scripts/Players/CECPlayerActionController.cs` | `CECPlayerActionController` | Routes Play/Queue calls to the active `CECPlayerActionPlayPolicy` |
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| `Assets/PerfectWorld/Scripts/Players/CECPlayerActionPlayPolicy.cs` | `CECPlayerActionPlayPolicy` | Default policy (no split-body); drives Animancer clips |
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| `Assets/PerfectWorld/Scripts/Managers/NPCManager.cs` | `NPCManager` | Async model loader (`GetModelPlayer`, `GetDummyModel`) |
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| `Assets/PerfectWorld/Scripts/Managers/CECAttacksMan.cs` | `CECAttacksMan` | Singleton: attack events, skill GFX preload, state-action config |
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| `Assets/PerfectWorld/Scripts/Managers/CECSkillGfxMan.cs` | `CECSkillGfxMan` / `CECSkillGfxEvent` | Skill GFX event state-machine (fly → hit → ground-hit) |
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| `Assets/PerfectWorld/Scripts/Managers/A3DSkillGfxMan.cs` | `A3DSkillGfxMan` | Low-level GFX composer manager |
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| `Assets/PerfectWorld/Scripts/Vfx/A3DSkillGfxComposerMan.cs` | `A3DSkillGfxComposerMan` | Per-skill GFX composer (fly/hit/ground-hit paths) |
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| `Assets/PerfectWorld/Scripts/Sound/SFXManager.cs` | `SFXManager` | Sound pool, `sound.txt` table, `PlaySkillSfxAtPointAsync` |
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---
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## 1. Model Loading
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### Entry Point
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`CECPlayer.SetPlayerModel(byte profession, byte gender)` (async)
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### Flow
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```
|
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SetPlayerModel(profession, gender)
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└─ InitializePlayerCECModel(profession, gender)
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├─ NPCManager.Instance.GetModelPlayer(profession, gender)
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│ └─ Loads .ecm prefab from Addressables / StreamingAssets
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│ path: "models/players/形象/<class><gender>/躯干/<class><gender>.ecm"
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├─ Finds SkeletonBuilder on model (retries next frame if not ready)
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├─ Finds CombineActHolder → reads CombinedActionSO
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├─ CECModel.SetSkeletonBuilder / SetNamedAnimancerComponent / SetTransform
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├─ CECModel.SetCombinedAction (action map)
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└─ CECModel.InitializeSkeletonBuilder() ← hooks now available
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└─ AttachWeapon()
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└─ RecreateActionController()
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└─ BuildActionList() ← maps skill IDs → PLAYER_ACTION_INFO_CONFIG
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└─ PlayAction(ACT_STAND / ACT_FIGHTSTAND)
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```
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### Key Model Paths (NPCManager._playerModelPaths)
|
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| Index | Path |
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|---|---|
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| 0 | `models/players/形象/武侠男/躯干/武侠男.ecm` |
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| 1 | `models/players/形象/武侠女/躯干/武侠女.ecm` |
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||||
| 2 | `models/players/形象/法师男/躯干/法师男.ecm` |
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| 3 | `models/players/形象/法师女/躯干/法师女.ecm` |
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| 4–5 | 巫师男/女 |
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| 6–9 | 妖族 (妖精, 妖兽男) |
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||||
| 10–11 | 刺客男/女 |
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||||
| 12–15 | 羽族 (羽芒, 羽灵) |
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||||
| 16–19 | 灵族 (剑灵, 魅灵) |
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||||
| 20+ | Profession transform models (白虎, 火狐狸, 影族变身…) |
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||||
| 24+ | Skill transform dummy models (金钱蛙, 婚礼童, 树鸡, 龙…) |
|
||||
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||||
---
|
||||
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||||
## 2. Animation System
|
||||
|
||||
### Components on Model Prefab
|
||||
- `SkeletonBuilder` — builds skeleton and registers hook points
|
||||
- `NamedAnimancerComponent` — Animancer component; clips referenced by name
|
||||
- `CombineActHolder` → `CombinedActionSO` — maps action prefix+weapon suffix to clip names
|
||||
|
||||
### CECPlayerActionController
|
||||
Located: `Assets/PerfectWorld/Scripts/Players/CECPlayerActionController.cs`
|
||||
|
||||
Channels:
|
||||
- `ACT_CHANNEL_UPPERBODY = 0`
|
||||
- `ACT_CHANNEL_LOWERBODY = 1`
|
||||
- `ACT_CHANNEL_WOUND = 2`
|
||||
|
||||
Key methods:
|
||||
```csharp
|
||||
// Immediate play
|
||||
PlayNonSkillActionWithName(int iAction, string szActName, bool bRestart, int nTransTime, bool bNoFx, CECAttackEvent, uint dwFlagMode)
|
||||
// Queue after current
|
||||
QueueNonSkillActionWithName(int iAction, string szActName, int nTransTime, bool bForceStop, bool bNoFx, bool bResetSpeed, bool bResetActFlag, CECAttackEvent, uint dwNewFlagMode)
|
||||
// Skill cast (charging / 吟唱)
|
||||
PlaySkillCastActionWithName(int idSkill, string szActName, bool bNoFX)
|
||||
// Skill attack (施放)
|
||||
PlaySkillAttackActionWithName(int idSkill, string szActName, bool bNoFX, CECAttackEvent, uint dwFlagMode)
|
||||
QueueSkillAttackActionWithName(int idSkill, string szActName, int nTransTime, bool bNoFX, ...)
|
||||
// Stop
|
||||
StopSkillCastAction()
|
||||
StopSkillAttackAction()
|
||||
StopChannelAction()
|
||||
```
|
||||
|
||||
Flag mode constants (in `CECPlayer`):
|
||||
- `COMACT_FLAG_MODE_ONCE_IGNOREGFX = 2`
|
||||
- `COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX = 3`
|
||||
|
||||
### PLAYER_ACTION_TYPE Enum (key values)
|
||||
| Constant | Description |
|
||||
|---|---|
|
||||
| `ACT_STAND` | Idle stand |
|
||||
| `ACT_FIGHTSTAND` | Combat idle (maps to ACT_STAND when no fight anim) |
|
||||
| `ACT_RUN` / `ACT_WALK` | Movement |
|
||||
| `ACT_JUMP_START` / `ACT_JUMP_LOOP` / `ACT_JUMP_LAND` | Jump phases |
|
||||
| `ACT_ATTACK_1..4` | Normal attack sequence |
|
||||
| `ACT_ATTACK_TOSS` | Throw / ranged attack |
|
||||
| `ACT_TAKEOFF` / `ACT_LANDON` | Flight transitions |
|
||||
| `ACT_WOUNDED` | Hit reaction |
|
||||
| `ACT_GROUNDDIE` | Death on ground |
|
||||
| `ACT_REVIVE` | Revive animation |
|
||||
| `ACT_PICKUP` / `ACT_PICKUP_MATTER` | Pick-up gestures |
|
||||
| `ACT_EXP_WAVE..ACT_EXP_DANCE` | Expression animations |
|
||||
| `ACT_EXP_FASHIONWEAPON` | Fashion weapon expression |
|
||||
| `ACT_USING_TARGET_ITEM` | Use item animation |
|
||||
|
||||
### Animation Name Convention
|
||||
For skill actions:
|
||||
```
|
||||
{action_prefix}_{weapon_suffix}_施放起_ ← attack launch (ground)
|
||||
{action_prefix}_{weapon_suffix}_施放落_ ← attack land (ground)
|
||||
{action_prefix}_{weapon_suffix}_吟唱_ ← cast/charging
|
||||
|
||||
// Air variants:
|
||||
{action_prefix}_{weapon_suffix}_空中翅膀_施放起_ ← wing-type air attack
|
||||
{action_prefix}_{weapon_suffix}_空中飞剑_施放起_ ← flysword-type air attack
|
||||
{action_prefix}_{weapon_suffix}_空中翅膀_吟唱_
|
||||
{action_prefix}_{weapon_suffix}_空中飞剑_吟唱_
|
||||
```
|
||||
|
||||
Multi-section suffix appended: `szAct += "_" + suffix` (from `GetSkillSectionActionName`).
|
||||
|
||||
---
|
||||
|
||||
## 3. Skill Trigger Logic (No Target Required)
|
||||
|
||||
### Action Config Loading
|
||||
`BuildActionList()` in `CECPlayer`:
|
||||
- Reads `PLAYER_ACTION_INFO_CONFIG` from `elementdataman`
|
||||
- Builds `_default_actions[]` array for standard action types
|
||||
- Builds `_default_skill_actions` dictionary `(uint skillId → PLAYER_ACTION_INFO_CONFIG)`
|
||||
- `PlayerSkillAction.NUM_WEAPON_TYPE` weapon suffix variants per skill
|
||||
|
||||
### Trigger Chain (local, no server)
|
||||
```
|
||||
[Local command: trigger skill idSkill]
|
||||
1. PlaySkillCastAction(idSkill) ← optional: shows charging/casting animation
|
||||
└─ BuildActionName(data, weapon_type, "_吟唱_")
|
||||
└─ PlaySkillCastActionWithName(idSkill, szAct, bHideFX)
|
||||
└─ ShowWeaponByConfig(data)
|
||||
|
||||
2. PlaySkillAttackAction(idSkill, nAttackSpeed, ref piAttackTime)
|
||||
├─ BuildActionName(data, weapon_type, "_施放起_")
|
||||
├─ GetSkillSectionActionName (multi-section support)
|
||||
├─ GetComActTimeSpanByName → nTime1, nTime2
|
||||
├─ SetPlaySpeed(vScale) if speed adjustment needed
|
||||
├─ PlaySkillAttackActionWithName(idSkill, szAct, bHideFX, attackEvent)
|
||||
└─ QueueSkillAttackActionWithName(idSkill, szAct2, 0, bHideFX)
|
||||
|
||||
3. PlayAttackEffect(idTarget=0, idSkill, skillLevel, nDamage=0, dwModifier, nAttackSpeed, ref attackTime)
|
||||
├─ Creates CECAttackEvent via CECAttacksMan.AddSkillAttack(...)
|
||||
├─ Calls PlaySkillAttackAction(...)
|
||||
└─ CECAttacksMan ticks the event each frame (GFX flight + hit)
|
||||
```
|
||||
|
||||
### Key Method: `PlayAttackEffect`
|
||||
```csharp
|
||||
// CECPlayer.cs line ~1658
|
||||
public void PlayAttackEffect(int idTarget, int idSkill, int skillLevel, int nDamage,
|
||||
uint dwModifier, int nAttackSpeed, ref int attackTime)
|
||||
```
|
||||
- `idTarget = 0` → target-less skill (still creates attack event for GFX)
|
||||
- `idSkill = 0` → normal melee attack; uses `AddMeleeAttack`
|
||||
- When `idSkill > 0`: uses `AddSkillAttack`, triggers `PlaySkillAttackAction`
|
||||
|
||||
### CECSkill Class (used by CECHostPlayer.Skill.cs)
|
||||
- `GetSkillID()`, `GetSkillLevel()`, `GetCastRange()`, `GetType()`
|
||||
- Types: `TYPE_PASSIVE`, `TYPE_PRODUCE`, `TYPE_LIVE`, `TYPE_GOBLIN`, active types
|
||||
- Retrieved via: `GetNormalSkill(id)`, `GetPositiveSkillByID(id)`, `GetPassiveSkillByID(id)`
|
||||
|
||||
---
|
||||
|
||||
## 4. Weapon Logic
|
||||
|
||||
### Attach / Detach
|
||||
```csharp
|
||||
AttachWeapon() // checks left/right hook availability via CECModel.GetHook()
|
||||
DetachWeapon() // sets m_bWeaponAttached = false
|
||||
```
|
||||
|
||||
### Hook Position Strings
|
||||
| Method | WEAPON_HANGER_HAND | WEAPON_HANGER_SHOULDER |
|
||||
|---|---|---|
|
||||
| `GetLeftWeaponHookPos` | `_hh_left_hand_weapon` | `_hh_left_shoulder_weapon` |
|
||||
| `GetRightWeaponHookPos` | `_hh_right_hand_weapon` | `_hh_right_shoulder_weapon` |
|
||||
|
||||
### Weapon Type Resolution
|
||||
```csharp
|
||||
int weapon_type = GetShowingWeaponType(); // considers fashion mode
|
||||
int GetWeaponType(int iWeaponType) // maps raw type to canonical type (0-14)
|
||||
int GetWeaponID() // equip pack weapon item ID (0 if shape-changed)
|
||||
```
|
||||
|
||||
### Fashion Weapon
|
||||
- `InFashionMode()` → `m_bFashionMode`
|
||||
- `CanShowFashionWeapon(weapon_type, fashion_weapon_type)` → checks `FASHION_WEAPON_CONFIG.action_mask`
|
||||
- `ShowWeaponByConfig(PLAYER_ACTION_INFO_CONFIG)` → shows/hides weapon per skill config
|
||||
|
||||
### Weapon SFX Maps (`m_aWeaponSFX`, `m_aWeaponHitSFX`)
|
||||
| Weapon Type | Attack SFX | Hit SFX |
|
||||
|---|---|---|
|
||||
| 0,1 | `item/weaponattack/1hshort[a/b/c]` | `item/weaponattack/hitsword[big]` |
|
||||
| 2 | `item/weaponattack/2hlong[a/b/c/d]` | `item/weaponattack/hitmace[big]` |
|
||||
| 3 | `item/weaponattack/1hshort[a/b/c]` | `item/weaponattack/hithammer[big]` |
|
||||
| 4 | `item/weaponattack/2hlong[a/b/c/d]` | `item/weaponattack/hitaxe[big]` |
|
||||
| 5 | `item/weaponattack/1hshort[a/b]` | `item/weaponattack/hithammer` |
|
||||
| 6,7,9 | `item/weaponattack/bow[/b/drawbow]` | `item/weaponattack/hitthrow` |
|
||||
| 8,10 | `item/weaponattack/fist[a/b/c/d]` | `item/weaponattack/hithand` |
|
||||
|
||||
---
|
||||
|
||||
## 5. SFX System
|
||||
|
||||
### SFXManager
|
||||
Located: `Assets/PerfectWorld/Scripts/Sound/SFXManager.cs`
|
||||
|
||||
- Singleton (`MonoSingleton<SFXManager>`)
|
||||
- Loads `Resources/sound.txt` (tab-separated: `id path`) into `_soundTable`
|
||||
- Pool of `_sfxPoolSize` (default 8) `AudioSource` components
|
||||
- Routes all skill SFX through `_sfxMixerGroup`
|
||||
|
||||
Key method:
|
||||
```csharp
|
||||
SFXManager.Instance.PlaySkillSfxAtPointAsync(string soundPath, Vector3 position, float delay)
|
||||
```
|
||||
|
||||
Usage in `PlayAttackAction`:
|
||||
```csharp
|
||||
string soundPath = m_aWeaponSFX[weapon_type][rand % count];
|
||||
string hitSoundPath = m_aWeaponHitSFX[weapon_type][rand % count];
|
||||
SFXManager.Instance.PlaySkillSfxAtPointAsync(soundPath, Vector3.zero, iTransTime / 1000f);
|
||||
SFXManager.Instance.PlaySkillSfxAtPointAsync(hitSoundPath, Vector3.zero, iTransTime / 1000f + 0.1f);
|
||||
```
|
||||
|
||||
Movement SFX: `_moveSoundSource` (2D looping AudioSource, assigned in Inspector).
|
||||
|
||||
---
|
||||
|
||||
## 6. GFX / VFX System
|
||||
|
||||
### State-Effect GFX (persistent buffs/debuffs)
|
||||
Base path: `"gfx/策划联入/状态效果/"`
|
||||
|
||||
```csharp
|
||||
// Play GFX on player model
|
||||
PlayGfx(string strGFXFile, string szHook, float fScale, uint iShapeTypeMask, bool persist)
|
||||
// Remove GFX
|
||||
RemoveGfx(string szPath, string szHook, uint iShapeTypeMask)
|
||||
// Play GFX on weapon model
|
||||
PlayStateGfxOnModel(CECModel pWeapon, string path, string hook, float fScale)
|
||||
RemoveStateGfxFromModel(CECModel pWeapon, string path, string hook)
|
||||
```
|
||||
|
||||
Active state GFX tracked in: `_stateGfxObjects` (Dictionary keyed by `path+hook`).
|
||||
|
||||
Weapon hook resolution:
|
||||
```csharp
|
||||
IsWeaponHookPos(string szHH, out bool bLeft, out CECModel pWeapon)
|
||||
GetWeaponGFXHookPos(CECModel pModel, bool bLeft)
|
||||
```
|
||||
|
||||
### Skill GFX (projectiles / area effects)
|
||||
Managed by `CECAttacksMan` + `A3DSkillGfxComposerMan`:
|
||||
|
||||
```
|
||||
CECAttacksMan.LoadAllSkillGfxAsync()
|
||||
└─ For each skill: ElementSkill.GetAllGFX(skillId) → (flyGFX, hitGrdGFX, hitGFX)
|
||||
└─ A3DSkillGfxComposerMan.LoadOneComposerAsync(skillId, skillStub, flyPath, hitGrdPath, hitPath)
|
||||
|
||||
// On-demand (when skill first used):
|
||||
CECAttacksMan.LoadSkillGfxOnDemand(uint skillId)
|
||||
```
|
||||
|
||||
GFX event lifecycle (per `CECSkillGfxEvent`):
|
||||
1. Spawn fly GFX at caster position
|
||||
2. Move toward target (or self for targetless)
|
||||
3. On arrival: spawn hit GFX, optionally spawn ground-hit GFX
|
||||
4. Mark `m_bFinished = true` → removed from `m_targets` linked list
|
||||
|
||||
Ticked every frame: `SkillGfxMan.InstanceSub.Tick(dwDeltaTime)` in `CECAttacksMan.Update()`.
|
||||
|
||||
---
|
||||
|
||||
## 7. Attack Event (CECAttackEvent)
|
||||
|
||||
Created by `CECAttacksMan`:
|
||||
```csharp
|
||||
// Melee (idSkill == 0)
|
||||
CECAttacksMan.Instance.AddMeleeAttack(idHost, idTarget, idWeapon, nDamage, dwModifier)
|
||||
|
||||
// Skill
|
||||
CECAttacksMan.Instance.AddSkillAttack(idHost, idSkillTarget, idTarget, idWeapon,
|
||||
idSkill, skillLevel, dwModifier, nDamage)
|
||||
```
|
||||
|
||||
Key fields on `CECAttackEvent`:
|
||||
- `m_idHost` — attacker entity ID
|
||||
- `m_bFinished` — set true when GFX resolved
|
||||
- `m_bSignaled` — damage applied flag (see `SetApplyDamage`)
|
||||
- `SetSkillSection(nSection)` — for multi-section skills
|
||||
|
||||
For the animation test scene, pass `idTarget = 0` and `nDamage = 0` — the event will drive GFX travel with no actual damage.
|
||||
|
||||
---
|
||||
|
||||
## 8. Change Shape / TransformShape
|
||||
|
||||
### Entry Point
|
||||
```csharp
|
||||
await player.TransformShape(byte iShape, bool bLoadAtOnce = false)
|
||||
```
|
||||
|
||||
### Shape ID Encoding (8-bit)
|
||||
```
|
||||
| Bit 7–6 | Bit 5–0 |
|
||||
| TYPE | Model ID |
|
||||
```
|
||||
| TYPE value | PLAYERMODEL_TYPE | Meaning |
|
||||
|---|---|---|
|
||||
| `0x00` | PLAYERMODEL_TYPE_NONE | Invalid / legacy (auto-corrected to 0x40) |
|
||||
| `0x40` | PLAYERMODEL_PROFESSION | Class-based transform (mapped via `_GetProfessionTransformModelID`) |
|
||||
| `0x80` | PLAYERMODEL_DUMMY | Skill-transform / dummy model |
|
||||
|
||||
### Flow
|
||||
```
|
||||
TransformShape(iShape)
|
||||
├─ SetShape(iShape) ← decode type+ID, fix legacy format
|
||||
├─ IsShapeChanged()?
|
||||
│ ├─ YES: QueueLoadDummyModel(m_iShape, bLoadAtOnce)
|
||||
│ │ └─ NPCManager.Instance.GetDummyModel(iShapeID)
|
||||
│ │ └─ ApplyShapeModelChange(pDummyModel)
|
||||
│ └─ NO: ApplyShapeModelChange(GetMajorModel()) ← revert to base model
|
||||
└─ ApplyShapeModelChange(pModel)
|
||||
├─ OnModelChange(pModel) → RefreshCECModel(pModel)
|
||||
│ ├─ CECModel.SetSkeletonBuilder(...)
|
||||
│ ├─ CECModel.SetNamedAnimancerComponent(...)
|
||||
│ ├─ CECModel.SetTransform(...)
|
||||
│ ├─ CECModel.SetCombinedAction(...)
|
||||
│ └─ CECModel.InitializeSkeletonBuilder()
|
||||
├─ Sync position/rotation from old model
|
||||
├─ RecreateActionController()
|
||||
└─ PlayAction(ACT_STAND)
|
||||
```
|
||||
|
||||
### Profession → Transform Model Mapping
|
||||
| Profession | Male | Female |
|
||||
|---|---|---|
|
||||
| PROF_HAG (妖族) | `RES_MOD_ORC_FOX` | `RES_MOD_ORC_FOX2` |
|
||||
| PROF_ORC (妖兽) | `RES_MOD_ORC_TIGER` | `RES_MOD_ORC_PANDER` |
|
||||
| PROF_MONK / PROF_GHOST | `RES_MOD_SHADOW_FISH_M` | `RES_MOD_SHADOW_FISH_F` |
|
||||
| PROF_YEYING (夜影) | `RES_MOD_YEYING_RESHAPE_M` | `RES_MOD_YEYING_RESHAPE_F` |
|
||||
| PROF_YUEXIAN (月仙) | `RES_MOD_YUEXIAN_RESHAPE_M` | `RES_MOD_YUEXIAN_RESHAPE_F` |
|
||||
|
||||
Revert to original: `TransformShape(0)` → `IsShapeChanged()` returns false → `ApplyShapeModelChange(GetMajorModel())`.
|
||||
|
||||
---
|
||||
|
||||
## 9. Required Scene GameObjects
|
||||
|
||||
| GameObject | Component(s) | Notes |
|
||||
|---|---|---|
|
||||
| `NPCManager` | `NPCManager` | Async model loader; must be in scene |
|
||||
| `CECAttacksMan` | `CECAttacksMan` | Manages attack events and skill GFX; assign `SkillStateActionConfig` SO |
|
||||
| `SFXManager` | `SFXManager` | Assign `_moveSoundSource`, `_sfxMixerGroup` in Inspector |
|
||||
| `EC_ManMessageMono` | `EC_ManMessageMono` | Provides `EC_ManPlayer`, `CECNPCMan` |
|
||||
| `ElementDataManProvider` | `elementdataman` provider | Required for skill/action config lookups |
|
||||
| Player Object | `CECHostPlayer` (or subclass) | `parentModel` Transform, `txtName` TMP text |
|
||||
| SkillGfxMan | `A3DSkillGfxMan` | Low-level GFX manager (instantiated via `SkillGfxMan.InstanceSub`) |
|
||||
|
||||
---
|
||||
|
||||
## 10. Local Command API (No Server)
|
||||
|
||||
Replace server message handlers with these direct calls:
|
||||
|
||||
```csharp
|
||||
// --- Model ---
|
||||
await player.SetPlayerModel(profession, gender);
|
||||
|
||||
// --- Standard animations ---
|
||||
player.PlayAction((int)PLAYER_ACTION_TYPE.ACT_STAND, true);
|
||||
player.PlayAction((int)PLAYER_ACTION_TYPE.ACT_RUN, true);
|
||||
player.PlayAction((int)PLAYER_ACTION_TYPE.ACT_ATTACK_1, false);
|
||||
|
||||
// --- Skill cast (charging phase) ---
|
||||
player.PlaySkillCastAction(idSkill); // 吟唱 animation
|
||||
|
||||
// --- Skill attack (fire phase, no target) ---
|
||||
int attackTime = 0;
|
||||
player.PlaySkillAttackAction(idSkill, attackSpeed, ref attackTime);
|
||||
|
||||
// --- Full effect chain (animation + GFX + SFX, no target) ---
|
||||
int attackTime = 0;
|
||||
player.PlayAttackEffect(
|
||||
idTarget: 0, // 0 = no target
|
||||
idSkill: idSkill,
|
||||
skillLevel: 1,
|
||||
nDamage: 0,
|
||||
dwModifier: 0,
|
||||
nAttackSpeed: 50, // 50 = default 1x speed
|
||||
ref attackTime);
|
||||
|
||||
// --- Change shape ---
|
||||
await player.TransformShape(shapeID); // e.g. 0x40 | modelID
|
||||
await player.TransformShape(0); // revert to base
|
||||
|
||||
// --- Fashion mode toggle ---
|
||||
player.m_bFashionMode = true;
|
||||
player.m_bShowWeapon = true;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 11. Initialization Order for Scene
|
||||
|
||||
```
|
||||
1. Awake / Start:
|
||||
- NPCManager initializes
|
||||
- CECAttacksMan.SetupAttacksMan() → A3DSkillGfxComposerMan created
|
||||
- SFXManager.Initialize() → loads sound.txt, builds AudioSource pool
|
||||
|
||||
2. Player Init:
|
||||
- player.Init(playerInfo) ← sets profession, gender, equips, shape
|
||||
- await player.SetPlayerModel(profession, gender)
|
||||
→ NPCManager.GetModelPlayer() → model loaded
|
||||
→ CECModel setup (SkeletonBuilder, Animancer, hooks)
|
||||
→ AttachWeapon()
|
||||
→ RecreateActionController()
|
||||
→ BuildActionList() ← requires elementdataman populated
|
||||
→ PlayAction(ACT_STAND)
|
||||
|
||||
3. Skill GFX preload (background, non-blocking):
|
||||
- CECAttacksMan.LoadAllSkillGfxAsync()
|
||||
|
||||
4. Ready — call local commands to trigger animations
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 12. Notes & Caveats
|
||||
|
||||
- **`elementdataman`** must be loaded before `BuildActionList()`. Skills without a matching config entry in `_default_skill_actions` will silently skip the cast/attack animation.
|
||||
- **Animancer** (`NamedAnimancerComponent`) must be present on the model prefab. The `SkeletonBuilder` may build asynchronously; if `InitializePlayerCECModelDelayed` coroutine fires, hooks are not ready until the next frame.
|
||||
- **`CECAttacksMan` is required even for animation-only scenes** because `PlayAttackEffect` references it, and `SkillGfxMan.InstanceSub` is initialized via its `OnDestroy`.
|
||||
- **Target-less GFX**: passing `idTarget = 0` to `AddSkillAttack` creates a valid event; the GFX composer will still instantiate fly/hit effects but travel to `Vector3.zero` unless a target position override is added.
|
||||
- **Multi-section skills**: use `SetSkillSection(nSection)` on the `CECAttackEvent` before passing it to the animation method; `GetSkillSectionActionName` appends the section suffix automatically.
|
||||
- **Shape model caching**: `m_pModels[iShapeType]` caches loaded dummy models per type slot. Re-calling `TransformShape` with the same shape reuses the cached model instantly.
|
||||
@@ -0,0 +1,7 @@
|
||||
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|
||||
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|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
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|
||||
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||||
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|
||||
Reference in New Issue
Block a user